Several reviewers in other venues have complained the Dragon Age pen and paper RPG is a failure just because it is based on a video game. From this vantage point, if they didn't like the video game they say that CRPGs and RPGs are very different in nature and never the 'tween shall meet. Or, if they did like the video game they complain that it's NOT ENOUGH like the video game.
What Green Ronin did here was they distilled the essence of the video game and the world into a streamlined , elegant little system unto itself while providing the flavor and the context of the world in the video game. Thankfully the lands of Ferelden are outstanding and stand shoulder to shoulder with classics like Fearun, Ebberon, Greyhawk, and Blackmore.
Also, people are complaining that the rules are incomplete. Duh. It's for levels 1-5... an introductory set. I actually think this is a brilliant marketing tactic that we are seeing other companies doing the same in order to attract both nostalgic and newbie gamers. Kudos! I can get a a working game for half the cost of just one book in another system. I don't need 300 spells and 400 monsters to get started having fun.
The last common pattern of complaint is that it doesn't do the same things as other games like 3.5 of 4.0 do. Well, of course it doesn't, nor do the publishers intend it to. My group even found ourselves initially wanting to houserule certain aspects of Dragon Age in order to make it more like other games we've played. But you have to get out of looking at the rules through the lens of other games to really understand what is going on and then you'll appreciate how simple and elegant it is. It is like comparing a razor blade to chain saw, saying that it doesn't cut down trees as well.
I come from an old school background and dislike having too many rules and too many books. I'd rather spend my time actually playing than reading, organizing, and collecting vast arrays of adventures, skills, and splat books that I will never actually get around to using. I adore the Dragon Age tabletop pen and paper RPG and here is why:
- I've played it with real live gamers, most of them experienced and sophisticated. My fellow players have previously played Labyrinth Lord, Savage Worlds and 3.5 for years and I have to say, so far the reaction is extremely positive. By comparison to Labyrinth Lord, this is rules light with an actual world and a unified system that doesn't seek to recreate the past but instead seeks to streamline the advances in the hobby. Compared to Savage Worlds it has much greater flavor, is not a generic system, and has something that was a deal-breaker for us: Health Points. Savage Worlds soured on us because of its wound system and how Bennies always just kept getting used for soaking damage. Finally, compared to 3.5 it has about 1/10th of the rules to keep track of, and the world feels more "old school" / European rather than high fantasy bordering on science fiction. Also, I had purchased Castle and Crusades and generally liked what I saw there, but not nearly as much as I like this. Castles and Crusades core mechanic, the Siege Engine, is nice but the 3d6 AGE system coupled with the Dragon Die/Stunts are much more appealing to me.
- It hits the sweet spot with rules lite, balancing the fine line between being overly simplistic and having just enough complexity to make things interesting. Specifically, with stunts and the dragon die it is elegant without being overly simple. With the three core classes and several backgrounds, combined with Talents and Weapons choices, you can create a great variety of characters.
- The magic system is mana based, which I like. No more Vancian fire and forget! No more magic-users bizarrely resorting to shooting crossbows because they just blew their one spell.
- The world of Ferelden is full of very interesting takes on the classic races of Dwarves, Elves, and Demons. There is a rich, detailed history and how it shaped empires, religions, and cultures. This is probably the greatest connection it has to the video game itself. To me it feels like the Celtic culture during the Dark Ages, where the real historical events of the Black Plague and the Crusades were combined into one fictional event (the Blight).
- The tone is dark, gritty fantasy. This seems to be the trendy flavor we've seen in other products and I can say that it seems to work very well here.
- The 3d6 dice mechanic is refreshing with its the curve as compared to the tired old d20. Add in the dragon die concept and you've got something new and exciting, where each roll actually contains three levels of information: total score, if there are doubles, and how strong the dragon die is.
- The stunts system just rocks. SOOO much less complicated than feats, edges, or other similar mechanics. This simplifies character creation and adds spice to skirmishes without sacrificing cool tactics and cinematic moments.
- The layout and art are strikingly good. I don't feel like I'm playing a generic system somebody whipped up in their basement, nor do I feel like I have a glamorous coffee-table book that is too pretty to get pizza grease on. Also, I have to admit that the entire box concept is really appealing, complete with a cool map, and dice. No wonder WOTC has followed in kind.
That's it. For the price of admission, this game will appeal to people looking for an elegant, rules-lite system that contains a deep, compelling world. I actually wish that this was the game that got me into the hobby, instead of having to have wasted so many hours in frustration with other, less elegant rule sets.
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UPDATE 12/13/2010: We've continued playing the game and now are on our 9th session. Throughout the learning process, I thought it might be worth noting some of the player comments and insights that have bubbled up through actual play.
The group continues to greatly enjoy the system. Specifically we've noted that the emphasis on complex moral decision making is very refreshing and appealing. The Dragon Age world is one filled with "you're damned if you do, you're damned if you don't" moral complexity where actions have real in-game consequences. To our thinking this reflects a more sophisticated gaming style than hack and slash, good-versus-evil.
What we hadn't anticipated is the many and rich roleplaying opportunities. Two out of nine sessions already have had no combat at all -- just roleplaying, investigation and exploration. The way the adventures "The Dalish Curse" and "A Bann Too Many" are laid out, there are ample opportunities for roleplaying and dialog snippets as well as a clear presentation of who knows what. This proved to be a nice balance to build more story into the game and gives the skirmishes more meaning. One complaint about 4E is that it can become just one tactical skirmish after another. Not so with Dragon Age. Because the fights were set up with a lot of context, character, and backstory, when they do happen (which is often) they tend to be more emotional and the stakes feel higher.
Also there is an implied sequencing of encounters that I would call "light rails." The players CAN go off in different directions, but there is an implied sequence of events that are logical from the player's points of view. You can run an open campaign "sandbox" style if you'd like, but the way the adventures are written there is definitely an implied sequencing of events. This may not be for everybody, but so far it's worked well enough. I found that while the sequencing provides a supportive structure to the adventures, so far it hasn't been a limiting factor. My players have done several unexpected turns and made choices differently than what was expected. In doing so it was not difficult to adapt, given the way the information was presented and the courses of actions outlined.
The game is as lethal as it is advertised, but much of this will depend upon if the GM wants to fudge dice roles, nerf stats, or play it straight. Several sections of the adventure text and rulebooks deal with how to handle character fatalities, emphasizing that the world is "dark, dangerous and gritty fantasy" were occasional player character deaths are an assumption. The adventures go so far as to explain which scenarios are particularly lethal and how to reintroduce new player characters to keep the players who lost a character engaged and not discouraged. This is a general stylistic choice that needs to fit with the group values, but I've welcomed it. I don't prefer balanced encounters as sometimes the wise thing to do is to cut your losses and run away! So far we've only lost one player character.
As far as room for improvement, there are a few minor glitches that I hope will be dealt with in future releases or revisions.
First, the "dice wobble." In order to get to use stunts, you need to meet or beat a target number (TN). If you roll doubles you then use the Dragon Die (the off-colored die) as a number to show how many stunt points you can use. The problem some players have had with this is that you tend to always get really high stunt points when you do hit. It's kind of counter intuitive. If you can barely hit, if you do you suddenly can do all kinds of special stunts. Also, the lower point Stunts tend to get sprinkled in as an afterthought and underused. So we've houseruled rolling a separate Dragon Die roll AFTER the initial TN has been reached in order to avoid constantly having high stunt points. In theory this should make the game a bit less bipolar and randomly lethal.
A second issue that is cropping up deals with Dwarvish movement rates while wearing heavy platemail armor.
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